I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
.
Tested using
SETTER DeltaTime:
Time-PreviousTime
SETTER PreviousTime:
Time
.
I used to compute DeltaTime, but now I might assume 0.01 xdd
I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
@DDVC i found the problem with my regex, it depends on the "flavor" of regex used by the editor. I wrote the original forum post using the style in Notepad++, where \1 means the stuff matched in the first (...). If all the part IDs are replaced with \1, it means that your editor is using a different flavor of regex. In Visual Studio, you must use $1. I added this notice to the forum post.
.
Your suggested regex works for me, but maybe your aircraft uses more features. You still need to dump the old calculateDrag attributes before the main substitution.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.
- interval: Number of FixedUpdate frames between each recorded data point. Default 10.
[Playback Settings] FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
- active: Debug message visibility. Default false.
[Playback Settings] FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
- pos: Position relativity. Default true.
- rot: Rotation relativity. Default true.
[Previewer Settings] FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
- r: Red. Default 0.
- g: Green. Default 1.
- b: Blue. Default 0.
- a: Alpha (opacity). Default 0.5f.
[Previewer Settings] FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
- width: Line thickness. Default 0.5f.
- interval: Recording's simulation time between each point of the preview. Default 0.1f.
- cvert: Amount of rounding applied to corners. Default 0.
@FlightClipper I use GitHub since I don't have any place to upload code or long info posts. Also, this mod is outdated and no longer supported by me. I would want to make a funky trees version but I haven't got to it yet.
The following is the text from the GitHub link:
Commands Reference
Notice about Data Sets:
This program splits the list of recorded information into four categories:
- M (Movement): Position and rotation.
- S (Standard): Basic control axes, Throttle, and Brake.
- E (Extra): Trim and VTOL sliders, and landing gear.
- A (Advanced): Weapons and activation groups.
Recording settings will determine which data sets are recorded. This setting is saved in each recording. During playback, this information is checked. A recorded data set will be locked from player input during playback.
The following information cannot be recorded:
- Start values of disabled data sets
- Switching of weapons, targets, or combat mode
Commands
[Actions] FltRec_ClearSet (char set)
- Delete a data set from the currently loaded data.
- set: Character corresponding to the data set. May be M, S, E, or A.
[Actions] FltRec_Load (string filename)
- Load a recording file into internal memory.
- filename: File name.
[Actions] FltRec_Play (void)
- Play data currently in memory.
[Actions] FltRec_Preview (void)
- Generate a preview of the path taken. The data set M must be present. Note that the path is retained even if new data is loaded.
[Actions] FltRec_Record (void)
- Begin recording aircraft movement and inputs. Be sure to adjust recorder settings first.
[Actions] FltRec_Save (string filename)
- Save the data currently in memory to a file.
- filename: File name.
[Actions] FltRec_Stop (void)
- Manually stop the current recording or playback.
[Actions] FltRec_TogglePreview (void)
- Toggle visibility of the preview. The preview must be generated first. Note that leaving the sandbox will automatically hide the preview.
[Check Settings] FltRSet_Check (void)(added in V1.1)
- Prints the current settings in the dev console.
[Recording Settings] FltRSet_RecordControls (bool m, bool s, bool e, bool a)
- Choose whether certain data sets are recorded.
- m: Movement. Default true.
- s: Standard. Default true.
- e: Extra. Default false.
- a: Advanced. Default false.
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the
@Graingy i can't see them too, it's a "if you know you know" thing, and i'm trying to see if other people are brainrotted the same way as me
Also, using the : thing makes it very obviously a joke
Spread is achieved by adding a random velocity to the muzzle velocity. I tried building a gun with muzzleVelocity = 0, and I guess that the random velocity is in world space and unique for each component, i.e., x,y,z = random(-spread, spread), as using the build at Wright will produce a diamond pattern.
Tagging me on the miku post doesn't seem to work, the notification link resolves to a comment on the homepage, e.g., https://www.simpleplanes.com/#comment-5024128
@Someguywhomakesmods idk, something tells me that downloading a mystery executable from someone with no public programming history is a bad idea
I will wait until the aircraft is posted
Edit: notification link stopped working
The thumbnail window is 16:9. Maybe narrower screens don't show the boundary? On wider screens, the game will add black bars on both sides to show the screenshot edges.
Do planning before you start (read: convince yourself that it is a good idea even if it is not)
Embrace the way of the tism
Enforce a one project at a time rule, so you must complete a project to start something else that seems cooler. And if you lose interest in that other thing, it wasn't that cool anyway
@Someguywhomakesmods
1. You can use the animation-style approach, where you define each rotator's position as a function f(t), where t is a timing variable that is defined separately.
2. Avoid using rotator speed. Set it very high and use the FT to control the speeds using smooth. Then all rotators will match their inputs exactly.
3. The animation-style FT also means that you can easily debug motion for any timing value, if you use an input like VTOL to write a timing value.
My KiHa T100 has some simple wipers. They only use one movement variable (WiperPosition) and one timing variable (WiperAnimator)
Congrats on being legal xdd (susge)
+2@SuperSuperTheSylph glad you enjoyed it :D
+1Realistic fictional
+1@keiyronelleavgeek566 praise to the almighty ice fairy
+1Nah, send people an old drive tuned to very high speeds
@Graingy delta time = update period (in like 99% of cases, at least)
Some game devs call it that because of heehee haha funny calculus reference
I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
.
Tested using
SETTER DeltaTime:
Time-PreviousTime
SETTER PreviousTime:
Time
.
I used to compute DeltaTime, but now I might assume 0.01 xdd
@Graingy my bad, i mean they could do in that way if they wanted to, this way it would avoid the problems you mentioned
Same as a regular picture. Please check the markdown formatting guide in the first page of the forums
You can store the flight hours in the aircraft file, similar to how the url is stored
+1I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
caterpillar looking mf
@DDVC i found the problem with my regex, it depends on the "flavor" of regex used by the editor. I wrote the original forum post using the style in Notepad++, where
+1\1
means the stuff matched in the first (...). If all the part IDs are replaced with\1
, it means that your editor is using a different flavor of regex. In Visual Studio, you must use$1
. I added this notice to the forum post..
Your suggested regex works for me, but maybe your aircraft uses more features. You still need to dump the old calculateDrag attributes before the main substitution.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
Be careful to make sure it does not count as misleading
+1[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.-
interval
: Number of FixedUpdate frames between each recorded data point. Default 10.[Playback Settings]
FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
-
active
: Debug message visibility. Default false.[Playback Settings]
FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
-
pos
: Position relativity. Default true.-
rot
: Rotation relativity. Default true.[Previewer Settings]
FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
-
r
: Red. Default 0.-
g
: Green. Default 1.-
b
: Blue. Default 0.-
a
: Alpha (opacity). Default 0.5f.[Previewer Settings]
FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
-
width
: Line thickness. Default 0.5f.-
interval
: Recording's simulation time between each point of the preview. Default 0.1f.-
cvert
: Amount of rounding applied to corners. Default 0.@FlightClipper I use GitHub since I don't have any place to upload code or long info posts. Also, this mod is outdated and no longer supported by me. I would want to make a funky trees version but I haven't got to it yet.
The following is the text from the GitHub link:
Commands Reference
Notice about Data Sets:
This program splits the list of recorded information into four categories:
- M (Movement): Position and rotation.
- S (Standard): Basic control axes, Throttle, and Brake.
- E (Extra): Trim and VTOL sliders, and landing gear.
- A (Advanced): Weapons and activation groups.
Recording settings will determine which data sets are recorded. This setting is saved in each recording. During playback, this information is checked. A recorded data set will be locked from player input during playback.
The following information cannot be recorded:
- Start values of disabled data sets
- Switching of weapons, targets, or combat mode
Commands
[Actions]
FltRec_ClearSet (char set)
- Delete a data set from the currently loaded data.
-
set
: Character corresponding to the data set. May be M, S, E, or A.[Actions]
FltRec_Load (string filename)
- Load a recording file into internal memory.
-
filename
: File name.[Actions]
FltRec_Play (void)
- Play data currently in memory.
[Actions]
FltRec_Preview (void)
- Generate a preview of the path taken. The data set M must be present. Note that the path is retained even if new data is loaded.
[Actions]
FltRec_Record (void)
- Begin recording aircraft movement and inputs. Be sure to adjust recorder settings first.
[Actions]
FltRec_Save (string filename)
- Save the data currently in memory to a file.
-
filename
: File name.[Actions]
FltRec_Stop (void)
- Manually stop the current recording or playback.
[Actions]
FltRec_TogglePreview (void)
- Toggle visibility of the preview. The preview must be generated first. Note that leaving the sandbox will automatically hide the preview.
[Check Settings]
FltRSet_Check (void)
(added in V1.1)- Prints the current settings in the dev console.
[Recording Settings]
FltRSet_RecordControls (bool m, bool s, bool e, bool a)
- Choose whether certain data sets are recorded.
-
m
: Movement. Default true.-
s
: Standard. Default true.-
e
: Extra. Default false.-
a
: Advanced. Default false.[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before theI always found the max file size thing weird since the game is allowed to push larger files
+1Cooking
+1@Graingy i can't see them too, it's a "if you know you know" thing, and i'm trying to see if other people are brainrotted the same way as me
Also, using the : thing makes it very obviously a joke
Why is bruv using my thumbnail data (i made it in a very short time but still)
+1@Graingy
unpersoned: a reference to the hit novel "literally 1984"
:pensive:: 😔, used as joke sadness
unpersoned :pensive:
@Someguywhomakesmods you cannot, you have to move the camera with a piston or control base
+1There is no public test version now, the last one was a long time ago
Also, the airbrake breaks if the input is outside of the range 0..1
What public test version is that? It's not SP2 is it?
whenever you finish something
+1but it's good to let a finished build sit for a few days in case you have new ideas or find bugs
Interesting
+1@Graingy gugulu is a reference to an old hololive clip
@ShinyGemsBro i occasionally can't see your drawings, the load times do get bad sometimes lol
I only saw brief mentions of it so far on SP, and then on a meme page, actual whomegalul
+4A long time, this is basically the only thing I specialize in
I found the miku link in my history, and clicking it also sends me to the homepage, so I think your mod post got cooked somehow
Spread is achieved by adding a random velocity to the muzzle velocity. I tried building a gun with muzzleVelocity = 0, and I guess that the random velocity is in world space and unique for each component, i.e., x,y,z = random(-spread, spread), as using the build at Wright will produce a diamond pattern.
+1@Someguywhomakesmods i am confused too, it's like the website decided that the page doesn't exist anymore
Do you listen to TOHO BOSSA NOVA? Some of the songs are peak
Tagging me on the miku post doesn't seem to work, the notification link resolves to a comment on the homepage, e.g., https://www.simpleplanes.com/#comment-5024128
Touhou mentioned
+1Usually, I only listen to archives of gaming livestreams when building
@Someguywhomakesmods idk, something tells me that downloading a mystery executable from someone with no public programming history is a bad idea
I will wait until the aircraft is posted
Edit: notification link stopped working
@Graingy you don't have to sketch perspectives, the most important things to sketch are axial projections for blueprints
@Graingy sketching
@Graingy i can actually fully cancel a project to close it, but i only do that early on
Planning the design first prevents me from getting stuck
The thumbnail window is 16:9. Maybe narrower screens don't show the boundary? On wider screens, the game will add black bars on both sides to show the screenshot edges.
+1Do planning before you start (read: convince yourself that it is a good idea even if it is not)
+2Embrace the way of the tism
Enforce a one project at a time rule, so you must complete a project to start something else that seems cooler. And if you lose interest in that other thing, it wasn't that cool anyway
@Someguywhomakesmods sorry, i can't do it
Also, i can't give FT if there is no exact description of the problem
@ComradeSandman jars are infamously known as containers for other white fluids, often with a non-food solid inside
@Rb2h you cannot run source code directly as a mod
+1@Someguywhomakesmods
1. You can use the animation-style approach, where you define each rotator's position as a function f(t), where t is a timing variable that is defined separately.
2. Avoid using rotator speed. Set it very high and use the FT to control the speeds using smooth. Then all rotators will match their inputs exactly.
3. The animation-style FT also means that you can easily debug motion for any timing value, if you use an input like VTOL to write a timing value.
My KiHa T100 has some simple wipers. They only use one movement variable (WiperPosition) and one timing variable (WiperAnimator)
Jar :aware:
I would not buy graingy cheese
@Someguywhomakesmods put the same code into both of them
If that is not what you want, then i need more info